|
From: | Artur Dobrogowski |
Subject: | [glob2-devel] Re: glob2-devel Digest, Vol 77, Issue 1 |
Date: | Sun, 3 May 2009 15:20:32 +0200 |
glob2 is not aoe where having developed foo makes all units have foo
instantaneously. maybe reducing the throughput of higher level
facilities makes them a trade off. with "1 level at a time" or "upgrade
time dependent on levels to upgrade" and constant slot counts over the
levels. all schools get 5 slots. all pools 3. think about it. i guess
this makes sense.
generally i see a problem in globs not needing the training buildings
later in the game. now, building an L3 school makes all units rush
through in no time leaving the school empty ever after. same with the
swarms. i have once proposed a complicated aging scheme with globs
turning ill and needing the hospitals before but why not straight let
them die after some defined time? this would perfectly fit into the
concept of glob2 that allows so many things that don't work in other
rts. complicating it with healthy fruits ;) and the hospitals would
always be an option.
[Prev in Thread] | Current Thread | [Next in Thread] |